//------------------------------------------------------------------------- /* Copyright (C) 2021 Christoph Oelckers & Mitchell Richters This is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "gamefuncs.h" #include "gamestruct.h" #include "intvec.h" #include "coreactor.h" #include "interpolate.h" IntRect viewport3d; //--------------------------------------------------------------------------- // // Unified chasecam function for all games. // //--------------------------------------------------------------------------- double cameradist, cameraclock; bool calcChaseCamPos(DVector3& ppos, DCoreActor* act, sectortype** psect, DAngle ang, fixedhoriz horiz, double const interpfrac) { HitInfoBase hitinfo; DAngle daang; double newdist; if (!*psect) return false; // Calculate new pos to shoot backwards DVector3 npos = gi->chaseCamPos(ang, horiz); auto bakcstat = act->spr.cstat; act->spr.cstat &= ~CSTAT_SPRITE_BLOCK_ALL; updatesectorz(ppos, psect); hitscan(ppos, *psect, npos, hitinfo, CLIPMASK1); act->spr.cstat = bakcstat; auto hpos = hitinfo.hitpos.XY() - ppos.XY(); if (!*psect) return false; // If something is in the way, make cameradist lower if necessary if (fabs(npos.X) + fabs(npos.Y) > fabs(hpos.X) + fabs(hpos.Y)) { if (hitinfo.hitWall != nullptr) { // Push you a little bit off the wall *psect = hitinfo.hitSector; daang = hitinfo.hitWall->delta().Angle(); newdist = (npos.X * daang.Sin() + npos.Y * -daang.Cos()) * (1. / 1024.); if (fabs(npos.X) > fabs(npos.Y)) hpos.X -= npos.X * newdist; else hpos.Y -= npos.Y * newdist; } else if (hitinfo.hitActor == nullptr) { // Push you off the ceiling/floor *psect = hitinfo.hitSector; if (fabs(npos.X) > fabs(npos.Y)) hpos.X -= npos.X * (1. / 32.); else hpos.Y -= npos.Y * (1. / 32.); } else { // If you hit a sprite that's not a wall sprite - try again. auto hit = hitinfo.hitActor; if (!(hit->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { bakcstat = hit->spr.cstat; hit->spr.cstat &= ~(CSTAT_SPRITE_BLOCK | CSTAT_SPRITE_BLOCK_HITSCAN); calcChaseCamPos(ppos, act, psect, ang, horiz, interpfrac); hit->spr.cstat = bakcstat; return false; } else { // same as wall calculation. daang = act->spr.angle - DAngle90; newdist = (npos.X * daang.Sin() + npos.Y * -daang.Cos()) * (1. / 1024.); if (fabs(npos.X) > fabs(npos.Y)) hpos.X -= npos.X * newdist; else hpos.Y -= npos.Y * newdist; } } newdist = fabs(npos.X) > fabs(npos.Y) ? hpos.X / npos.X : hpos.Y / npos.Y; if (newdist < cameradist) cameradist = newdist; } // Actually move you! (camerdist is 1 if nothing is in the way) ppos += npos * cameradist; // Calculate clock using GameTicRate so it increases the same rate on all speed computers. double myclock = PlayClock + 120 / GameTicRate * interpfrac; if (cameraclock == INT_MIN) { // Third person view was just started. cameraclock = myclock; } // Slowly increase cameradist until it reaches 1. cameradist = min(cameradist + ((myclock - cameraclock) * (1. / 64.)), 1.); cameraclock = myclock; // Make sure psectnum is correct. updatesectorz(ppos, psect); return true; } //========================================================================== // // consolidated slope calculation // //========================================================================== void calcSlope(const sectortype* sec, double xpos, double ypos, double* pceilz, double* pflorz) { int bits = 0; if (pceilz) { bits |= sec->ceilingstat; *pceilz = sec->ceilingz; } if (pflorz) { bits |= sec->floorstat; *pflorz = sec->floorz; } if ((bits & CSTAT_SECTOR_SLOPE) == CSTAT_SECTOR_SLOPE) { auto wal = sec->firstWall(); double len = wal->Length(); if (len != 0) { float fac = (wal->delta().X * (ypos - wal->pos.Y) - wal->delta().Y * (xpos - wal->pos.X)) / len * (1. / SLOPEVAL_FACTOR); if (pceilz && sec->ceilingstat & CSTAT_SECTOR_SLOPE) *pceilz += (sec->ceilingheinum * fac); if (pflorz && sec->floorstat & CSTAT_SECTOR_SLOPE) *pflorz += (sec->floorheinum * fac); } } } // only used by clipmove et.al. void getcorrectzsofslope(int sectnum, int dax, int day, int* ceilz, int* florz) { DVector2 closestv; SquareDistToSector(dax * inttoworld, day * inttoworld, §or[sectnum], &closestv); double ffloorz, fceilz; calcSlope(§or[sectnum], closestv.X, closestv.Y, &fceilz, &ffloorz); if (ceilz) *ceilz = int(fceilz * zworldtoint); if (florz) *florz = int(ffloorz * zworldtoint); } //========================================================================== // // // //========================================================================== int getslopeval(sectortype* sect, const DVector3& pos, double basez) { auto wal = sect->firstWall(); auto delta = wal->delta(); double i = (pos.Y - wal->pos.Y) * delta.X - (pos.X - wal->pos.X) * delta.Y; return i == 0? 0 : SLOPEVAL_FACTOR * (pos.Z - basez) * wal->Length() / i; } //========================================================================== // // Calculate the distance to the closest point in the given sector // //========================================================================== double SquareDistToSector(double px, double py, const sectortype* sect, DVector2* point) { if (inside(px, py, sect)) { if (point) *point = { px, py }; return 0; } double bestdist = DBL_MAX; DVector2 bestpt = { px, py }; for (auto& wal : wallsofsector(sect)) { DVector2 pt; auto dist = SquareDistToWall(px, py, &wal, &pt); if (dist < bestdist) { bestdist = dist; bestpt = pt; } } if (point) *point = bestpt; return bestdist; } //========================================================================== // // Calculate the position of a wall sprite in the world // //========================================================================== void GetWallSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, bool render) { auto tex = tileGetTexture(spr->picnum); double width, xoffset; if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize) { width = TileFiles.tiledata[spr->picnum].hiofs.xsize; xoffset = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + spr->xoffset); } else { width = tex->GetDisplayWidth(); xoffset = tex->GetDisplayLeftOffset() + spr->xoffset; } double x = spr->angle.Sin() * spr->xrepeat * REPEAT_SCALE; double y = -spr->angle.Cos() * spr->xrepeat * REPEAT_SCALE; if (spr->cstat & CSTAT_SPRITE_XFLIP) xoffset = -xoffset; double origin = (width * 0.5) + xoffset; out[0].X = pos.X - x * origin; out[0].Y = pos.Y - y * origin; out[1].X = out[0].X + x * width; out[1].Y = out[0].Y + y * width; } //========================================================================== // // Calculate the position of a floor sprite in the world // //========================================================================== void TGetFlatSpritePosition(const spritetypebase* spr, const DVector2& pos, DVector2* out, double* outz, int heinum, bool render) { auto tex = tileGetTexture(spr->picnum); double width, height, leftofs, topofs; double sloperatio = sqrt(heinum * heinum + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR) * (1. / SLOPEVAL_FACTOR); double xrepeat = spr->xrepeat * REPEAT_SCALE; double yrepeat = spr->yrepeat * REPEAT_SCALE; int xo = heinum ? 0 : spr->xoffset; int yo = heinum ? 0 : spr->yoffset; if (render && hw_hightile && TileFiles.tiledata[spr->picnum].hiofs.xsize) { width = TileFiles.tiledata[spr->picnum].hiofs.xsize * xrepeat; height = TileFiles.tiledata[spr->picnum].hiofs.ysize * yrepeat; leftofs = (TileFiles.tiledata[spr->picnum].hiofs.xoffs + xo) * xrepeat; topofs = (TileFiles.tiledata[spr->picnum].hiofs.yoffs + yo) * yrepeat; } else { width = (int)tex->GetDisplayWidth() * xrepeat; height = (int)tex->GetDisplayHeight() * yrepeat; leftofs = ((int)tex->GetDisplayLeftOffset() + xo) * xrepeat; topofs = ((int)tex->GetDisplayTopOffset() + yo) * yrepeat; } if (spr->cstat & CSTAT_SPRITE_XFLIP) leftofs = -leftofs; if (spr->cstat & CSTAT_SPRITE_YFLIP) topofs = -topofs; double sprcenterx = (width * 0.5) + leftofs; double sprcentery = (height * 0.5) + topofs; double cosang = spr->angle.Cos(); double sinang = spr->angle.Sin(); double cosangslope = cosang / sloperatio; double sinangslope = sinang / sloperatio; out[0].X = pos.X + sinang * sprcenterx + cosangslope * sprcentery; out[0].Y = pos.Y + sinangslope * sprcentery - cosang * sprcenterx; out[1].X = out[0].X - sinang * width; out[1].Y = out[0].Y + cosang * width; DVector2 sub = { cosangslope * height, sinangslope * height }; out[2] = out[1] - sub; out[3] = out[0] - sub; if (outz) { if (!heinum) outz[3] = outz[2] = outz[1] = outz[0] = 0; else { for (int i = 0; i < 4; i++) { outz[i] = (sinang * (out[i].Y - pos.Y) + cosang * (out[i].X - pos.X)) * heinum * (1. / SLOPEVAL_FACTOR); } } } } void GetFlatSpritePosition(DCoreActor* actor, const DVector2& pos, DVector2* out, double* outz, bool render) { TGetFlatSpritePosition(&actor->spr, pos, out, outz, spriteGetSlope(actor), render); } void GetFlatSpritePosition(const tspritetype* spr, const DVector2& pos, DVector2* out, double* outz, bool render) { TGetFlatSpritePosition(spr, pos, out, outz, tspriteGetSlope(spr), render); } //========================================================================== // // checks if the given point is sufficiently close to the given line segment. // //========================================================================== EClose IsCloseToLine(const DVector2& point, const DVector2& start, const DVector2& end, double maxdist) { auto const v1 = start - point; auto const v2 = end - point; // trivially outside the box. if ( ((v1.X < -maxdist) && (v2.X < -maxdist)) || // fully to the left ((v1.Y < -maxdist) && (v2.Y < -maxdist)) || // fully below ((v1.X >= maxdist) && (v2.X >= maxdist)) || // fully to the right ((v1.Y >= maxdist) && (v2.Y >= maxdist))) // fully above return EClose::Outside; auto waldelta = end - start; if (waldelta.X * v1.Y <= waldelta.Y * v1.X) { // is it in front? waldelta.X *= waldelta.X > 0 ? v1.Y + maxdist : v1.Y - maxdist; waldelta.Y *= waldelta.Y > 0 ? v1.X - maxdist : v1.X + maxdist; return waldelta.X > waldelta.Y ? EClose::InFront : EClose::Outside; } else { // or behind? waldelta.X *= waldelta.X > 0 ? v1.Y - maxdist : v1.Y + maxdist; waldelta.Y *= waldelta.Y > 0 ? v1.X + maxdist : v1.X - maxdist; return (waldelta.X <= waldelta.Y) ? EClose::Behind : EClose::Outside; } } EClose IsCloseToWall(const DVector2& point, walltype* wal, double maxdist) { return IsCloseToLine(point, wal->pos, wal->point2Wall()->pos, maxdist); } //========================================================================== // // Check if some walls are set to use rotated textures. // Ideally this should just have been done with texture rotation, // but the effects on the render code would be too severe due to the alignment mess. // //========================================================================== void checkRotatedWalls() { for (auto& w : wall) { if (w.cstat & CSTAT_WALL_ROTATE_90) { int picnum = w.picnum; tileUpdatePicnum(&picnum); auto& tile = RotTile(picnum); if (tile.newtile == -1 && tile.owner == -1) { tile.newtile = TileFiles.tileCreateRotated(picnum); assert(tile.newtile != -1); RotTile(tile.newtile).owner = picnum; } } } } //========================================================================== // // check if two sectors share a wall connection // //========================================================================== bool sectorsConnected(int sect1, int sect2) { for (auto& wal : wallsofsector(sect1)) { if (wal.nextsector == sect2) return true; } return false; } //========================================================================== // // // //========================================================================== void dragpoint(walltype* startwall, int newx, int newy) { vertexscan(startwall, [&](walltype* wal) { wal->movexy(newx, newy); wal->sectorp()->exflags |= SECTOREX_DRAGGED; }); } void dragpoint(walltype* startwall, const DVector2& pos) { vertexscan(startwall, [&](walltype* wal) { wal->move(pos); wal->sectorp()->exflags |= SECTOREX_DRAGGED; }); } //========================================================================== // // // //========================================================================== int64_t checkforinside(double x, double y, const DVector2& pt1, const DVector2& pt2) { // Perform the checks here in 48.16 fixed point. // Doing it directly with floats and multiplications does not work reliably due to underflows. // Unfortunately, due to the conversions, this is a bit slower. :( int64_t xs = int64_t(0x10000 * (pt1.X - x)); int64_t ys = int64_t(0x10000 * (pt1.Y - y)); int64_t xe = int64_t(0x10000 * (pt2.X - x)); int64_t ye = int64_t(0x10000 * (pt2.Y - y)); if ((ys ^ ye) < 0) { int64_t val; if ((xs ^ xe) >= 0) val = xs; else val = ((xs * ye) - xe * ys) ^ ye; return val; } return 0; } //========================================================================== // // // //========================================================================== int inside(double x, double y, const sectortype* sect) { if (sect) { int64_t acc = 1; for (auto& wal : wallsofsector(sect)) { acc ^= checkforinside(x, y, wal.pos, wal.point2Wall()->pos); } return acc < 0; } return -1; } //========================================================================== // // // //========================================================================== int insidePoly(double x, double y, const DVector2* points, int count) { int64_t acc = 1; for (int i = 0; i < count; i++) { int j = (i + 1) % count; acc ^= checkforinside(x, y, points[i], points[j]); } return acc < 0; } //========================================================================== // // find the closest neighboring sector plane in the given direction. // Does not consider slopes, just like the original! // //========================================================================== sectortype* nextsectorneighborzptr(sectortype* sectp, double startz, int flags) { double factor = (flags & Find_Up)? -1 : 1; double bestz = INT_MAX; sectortype* bestsec = (flags & Find_Safe)? sectp : nullptr; const auto planez = (flags & Find_Ceiling)? §ortype::ceilingz : §ortype::floorz; startz *= factor; for(auto& wal : wallsofsector(sectp)) { if (wal.twoSided()) { auto nextsec = wal.nextSector(); auto nextz = factor * nextsec->*planez; if (startz < nextz && nextz < bestz) { bestz = nextz; bestsec = nextsec; } } } return bestsec; } //========================================================================== // // // //========================================================================== bool cansee(const DVector3& start, sectortype* sect1, const DVector3& end, sectortype* sect2) { if (!sect1 || !sect2) return false; auto delta = end - start; if (delta.XY().isZero()) return (sect1 == sect2); BFSSectorSearch search(sect1); while (auto sec = search.GetNext()) { for (auto& wal : wallsofsector(sec)) { double factor = InterceptLineSegments(start.X, start.Y, delta.X, delta.Y, wal.pos.X, wal.pos.Y, wal.delta().X, wal.delta().Y, nullptr, true); if (factor <= 0 || factor >= 1) continue; if (!wal.twoSided() || wal.cstat & CSTAT_WALL_1WAY) return false; auto spot = start + delta * factor; double floorz, ceilz; for (auto isec : { sec, wal.nextSector() }) { getzsofslopeptr(isec, spot, &ceilz, &floorz); if (spot.Z <= ceilz || spot.Z >= floorz) return false; } search.Add(wal.nextSector()); } } return search.Check(sect2); } //========================================================================== // // // //========================================================================== bool isAwayFromWall(DCoreActor* ac, double delta) { sectortype* s1; updatesector(ac->spr.pos + DVector2(delta, delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos - DVector2(delta, delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos + DVector2(delta, -delta), &s1); if (s1 == ac->sector()) { updatesector(ac->spr.pos + DVector2(-delta, delta), &s1); if (s1 == ac->sector()) return true; } } } return false; } //========================================================================== // // // //========================================================================== tspritetype* renderAddTsprite(tspriteArray& tsprites, DCoreActor* actor) { auto tspr = tsprites.newTSprite(); tspr->pos = actor->spr.pos; tspr->cstat = actor->spr.cstat; tspr->picnum = actor->spr.picnum; tspr->shade = actor->spr.shade; tspr->pal = actor->spr.pal; tspr->clipdist = 0; tspr->blend = actor->spr.blend; tspr->xrepeat = actor->spr.xrepeat; tspr->yrepeat = actor->spr.yrepeat; tspr->xoffset = actor->spr.xoffset; tspr->yoffset = actor->spr.yoffset; tspr->sectp = actor->spr.sectp; tspr->statnum = actor->spr.statnum; tspr->angle = actor->spr.angle; tspr->xint = actor->spr.xint; tspr->yint = actor->spr.yint; tspr->inittype = actor->spr.inittype; // not used by tsprites. tspr->lotag = actor->spr.lotag; tspr->hitag = actor->spr.hitag; tspr->extra = actor->spr.extra; tspr->time = actor->time; tspr->cstat2 = actor->spr.cstat2; tspr->ownerActor = actor; // need to copy the slope sprite flag around because for tsprites the bit combination means 'voxel'. if ((tspr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE) { tspr->cstat &= ~CSTAT_SPRITE_ALIGNMENT_WALL; tspr->clipdist |= TSPR_SLOPESPRITE; } return tspr; } //========================================================================== // // vector serializers // //========================================================================== FSerializer& Serialize(FSerializer& arc, const char* key, vec2_t& c, vec2_t* def) { if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc; if (arc.BeginObject(key)) { arc("x", c.X, def ? &def->X : nullptr) ("y", c.Y, def ? &def->Y : nullptr) .EndObject(); } return arc; } FSerializer& Serialize(FSerializer& arc, const char* key, vec3_t& c, vec3_t* def) { if (arc.isWriting() && def && !memcmp(&c, def, sizeof(c))) return arc; if (arc.BeginObject(key)) { arc("x", c.X, def ? &def->X : nullptr) ("y", c.Y, def ? &def->Y : nullptr) ("z", c.Z, def ? &def->Z : nullptr) .EndObject(); } return arc; }